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The Black Grimoire: Cursebreaker News

Patch notes

New:
  • You can now enable keyboard movement (WASD) and remap movement keys in Options > Experimental
  • Added a notification in game whenever there's a new game update available on Steam


Fixes:
  • Glowing orb in Gathering Power quest pointing in the wrong direction
  • Gilded fishing rod model missing
  • Foreman jonas giving wrong dialogue at a certain circumstance
  • Aaron Summervale giving infinite pickaxes
  • Candle stand furnishing item cannot be picked up

Cursebreaker Early Access Live Now!



Greetings eager adventurers!


We're happy to announce The Black Grimoire: Cursebreaker Early Access is now live! What the EA currently includes is a fully functioning main story quest chain (we hope you will be surprisingly challenged by the last boss), a large open map to explore and a number of side quests/content to find (much more of that to come soon in future patches).

We will be posting a roadmap of the major content additions we have planned for the coming year soon.
However, for now we'd just like to quickly address a few of the concerns that we have seen commonly popping up:

Frequently asked questions


"Inventory is too small!":

This is perhaps the most frequently raised issue at the moment. The way the inventory currently works, it constrains player xp-progression and raw power (in terms of how many consumables you can carry, for example). Additionally, a lot of the content in the game is already balanced around a limited inventory.

We're aware having to manage a limited inventory is not everyone's cup of tea, even as they otherwise may be attracted by the game. However, we do think that much of the current frustration from players of the demo so far may stem from the fact that the early crypt area presents players with lots of new items that they have no way of dealing with (storage access is gained a bit later), nor do they have a concept yet of what items are valuable for their situation (in other words they loot everything).

We've already made some adjustments to alleviate this, but we'll be keeping our eye on the situation and the feedback, and we're prepared to make changes where it seems needed.

"WASD movement?":

It's requested widely enough that we'll probably add it in the coming months as an experimental feature. Our current pathfinding system isn't technically designed for it, so it may not look pretty, but yes it can be added.

"Performance is baddd!":

Yes, we are very aware of performance issues and will definitely keep working on it. We'll prioritize the worst stutters that happen in the more demanding areas, which are the large cities and their immediate surroundings. Afterwards we'll tackle more overall performance. We will work on improving it as we go.

"Keybinds?":

There have been some complaints about the lack of keybinds. We just wanted make sure everyone knows there are shortcuts/keybinds in the game this very moment, even if the game hasn't necessarily done the best job communicating that. But you can open options, and there you can find default keybindings as well as customize them. Just so everyone's aware.

"Quest rewards disappearing?":

Some concerns were raised about this, which seemed to be the case regarding specific types of items in the demo. But for the EA build it has already been fixed. If your inventory is full when you recieve item rewards from quests, the rewards should always spawn on the ground.

"The game really needs more equippable item slots":

At the moment we're focused on filling the game with a good variety of items on the slots we have. Expanding the amount of item slots may be something we do later on in development.

"Is this going to be an MMO?":

In short, no. We'll continue experimenting with new multiplayer features, but if we do end up implementing something, it will be light co-op in nature, such as minigames or instances. But all content will always also be available offline.

Cursebreaker Early Access Releasing March 10th!

Greetings!

The time has come to announce Early Access for The Black Grimoire: Cursebreaker from our fresh indie studio Olipa Games - Releasing on Friday March 10th!



The Early Access release will feature a complete main story questline, as well as a large open world to explore with side-content to be found!

While the game will be released in Early Access, we'll be working hard to update it throughout the year with new content, features, and improvements. We're still aiming to flesh out the game's skills and perks systems, and to fill the explorable areas with more sidecontent. But we'll be crafting a good olde roadmap detailing our plans for this year, which we'll continue to update as the year progresses if need be.

Also, we wanted to again thank our community and everyone who has provided feedback and helped playtest the game. The continued support, encouragement and interest in the game has been invaluable in helping us shape it up to this point. Rest assured, we've been listening to your comments and suggestions carefully and will continue to do so as we work on future updates and improvements. So if you get ideas for what kind of content you'd like to see more in the game, don't be shy to let us know! It's what early access is ultimately for.

Stay tuned for more updates, and happy gaming!

Olipa Team

Live-stream and Developer Q&A

Greetings!

Join the developers of The Black Grimoire: Cursebreaker, as we play through the demo, talk about the game and answer questions in chat. We'll start streaming at 12pm EST, you should be able to see what that means for your local time in the event side bar.

Cursebreaker Demo Now Live in Time for Next Fest

Greetings!

Cursebreaker demo is now live in time for Steam Next Fest and will continue to be available afterwards leading up to our Early Access release (exact date to be announced soon!). The demo includes areas at the beginning of the game and the quests that kick off the adventure. You can download it now on our store page here:

https://store.steampowered.com/app/1189290/The_Black_Grimoire_Cursebreaker/

If you're one of our longtime followers and participated in our previous playtests, apart from small changes and bugfixes, you can expect to have seen what this playtest has to offer already. However, more news on the early access launch is coming very soon.

These red magic barriers set the limit for explorable area in the world for the demo, so you shouldn’t expect to move past them.

As usual, feel free to follow us on twitter, where we post progress updates and behind the scenes content regularly.

Stay tuned and happy gaming!

Pura